Simple Weapons[]
NAME | COST | DMG (S) | DMG (M) | CRIT. | RANGE | WEIGHT | TYPE | SPECIAL | CATEGORY |
---|---|---|---|---|---|---|---|---|---|
Araenae Forelimb Spike | 2 gp | 1d3 | 1d4 | 19-20x3 | - | 2 lb. | B | Araenae | Light |
Spool of Araenae Silk Thread | 20 gp | - | - | - | - | - | - | Araenae, double, grapple, reach trip, see text | Two-Handed |
Spool of Ironweb Thread | 80 gp | 1d2 | 1d3/1d3 | 19-20x3 | - | 4 lb. | S | Araenae, double, grapple, reach trip, see text | Two-Handed |
Web Sling | - | 1d3 | 1d4 | x2 | 50 ft. | - | B | Araenae | Ranged |
Martial Weapons[]
NAME | COST | DMG (S) | DMG (M) | CRIT. | RANGE | WEIGHT | TYPE | SPECIAL | CATEGORY |
---|---|---|---|---|---|---|---|---|---|
Araenae Forelimb Blade | 10 gp | 1d4 | 1d6 | 19-20x3 | - | 4 lb. | P/S | Araenae | Light |
Araenae Forelimb Scythe | 10 gp | 1d6 | 1d8 | 19-20x3 | - | 4 lb. | S | Araenae, Trip | One-Handed |
Araenae Forelimb Spear | 10 gp | 1d6 | 1d8 | x4 | - | 4 lb. | P/S | Araenae, Reach | One-Handed |
Armored Fist | 15 gp | 1d4 | 1d6 | x2 | - | 4 lb. | B or S | Unarmed, See text | One-Handed (Melee) |
Web Bow | 400 gp | 1d10 | 1d12 | x3 | 150 ft. | 10 | P | Araenae, See Text | Two-Handed |
Exotic Weapons[]
NAME | COST | DMG (S) | DMG (M) | CRIT. | RANGE | WEIGHT | TYPE | SPECIAL | CATEGORY |
---|---|---|---|---|---|---|---|---|---|
Walking Cane | 3 sp | 1d4 | 1d6 | x2 | - | 1 lb. | B | Disarm, Fragile | One-Handed Exotic (Melee) |
Umbrella | 1 gp | 1d4 | 1d6 | x2 | - | 2 lbs. | B | Blocking, Disarm, Distracting, Fragile | One-Handed Exotic (Melee) |
Wide-Brimmed Hat | 2 cp | 1d2 | 1d3 | x2 | 30 ft. | 1 lb. | B | - | One-Handed Exotic (Throwing) |
Cutlery | 1 cp | 1d2 | 1d4 | 19-20 x2 | 10 ft. | 1 lb. | P/S | - | One-Handed Exotic (Melee) |
Pen/Quill | 1 sp | 1d3 | 1d4 | x3 | 10 ft. | 1 lb. | P | Fragile | Light Exotic (Melee) |
Broom | 3 cp | 1d4 | 1d6 | x2 | - | 2 lbs. | B | Disarm, Fragile, Monk, Trip | One-Handed Exotic (Melee) |
Servant’s Gloves | 1 gp | 1 | 1d2 | 19-20 x2 | - | 1 lb. | P and B | Monk | Light Exotic (Melee) |
Serving Platter | 2 gp | 1d3 | 1d4 | x2 | 10 ft | 3 lbs. | B | Blocking | Light Exotic (Throwing) |
Sewing Pins (20) | 1 gp | 1 | 1 | 18-20 x2 | 10 ft. | 1 lb. | P | Nonlethal | Ranged Exotic (Throwing) |
Sewing Shears | 5 gp | 1d2 | 1d3 | 18-20 x2 | 10 ft. | 1 lbs. | P or S | - | Light Exotic |
Sewing Needle | 15 gp | 1d3 | 1d4 | 18-20 x2 | - | 2 lb. | P | - | One-Handed Exotic |
Seam Ripper Spear | 60 gp | 1d6 | 1d8 | 18-20 x2 | - | 10 lbs. | P/S | Reach, sunder | Two-Handed Exotic |
Weapon Abilities[]
Unarmed: These weapons do not impede a user’s ability to use their unarmed strikes. A user wielding an Unarmed weapon may consider themselves unarmed when it would benefit them (Such as attempting a Steal maneuver, a Monk’s Unarmed Strike damage, being a light weapon, or a natural attack originating from that limb). They may hold other weapons, but lose the benefit of the Unarmed weapon while holding other weapons. Should an Unarmed weapon be enchanted or modified, it passes these enchants down onto the wielder’s unarmed or natural attack (Should the natural attack be on the correct limb). The effect does not stack with an Amulet of Mighty Fists or similar effects.
Aquatic Weapons[]
New weapons are described below. Those on this table that are not described are nearly identical to their drylander counterparts and are described in Chapter 6 of the Pathfinder Roleplaying Game Core Rulebook.
Simple Weapons[]
Unarmed Weapons[]
Name | Cost* | Dmg (S) | Dmg (M) | Critical | Range | Buoyancy1 | Type2 | Special |
---|---|---|---|---|---|---|---|---|
Gauntlet | 3 gp | 1d2 | 1d3 | ×2 | — | -1 | B | strapped |
Unarmed strike | — | 1d2 | 1d3 | ×2 | — | — | B | nonlethal |
Light Melee Weapons[]
Name | Cost* | Dmg (S) | Dmg (M) | Critical | Range | Buoyancy1 | Type2 | Special |
---|---|---|---|---|---|---|---|---|
Battle Spade | 10 gp | 1d4 | 1d6 | ×2 | — | -6 | S | See text |
Bayonet | 5 gp | 1d4 | 1d6 | ×2 | — | -2 | P and S | — |
Boil Blade | 75 gp | 1d4 | 1d6 | 19-20/×2 | — | -1 | P/S | — |
Chisel Spear | 3 gp | 1d6 | 1d8 | ×2 | — | -6 | P and S | See text |
Dagger | 3 gp | 1d3 | 1d4 | 19–20/×2 | 15 ft. | -1 | P or S | plunge |
Dagger, punching | 3 gp | 1d3 | 1d4 | ×3 | — | -1 | P | — |
Gaff | 5 gp | 1d2 | 1d3 | ×3 | — | -1 | P and S | barbed, disarm, trip |
Gauntlet, spiked | 6 gp | 1d3 | 1d4 | ×2 | — | -1 | P | strapped |
Gut Razor | 4 gp | 1d3 | 1d4 | ×3 | — | -1 | S | barbed |
Hanbo | 1 gp | 1d4 | 1d6 | ×2 | — | +2 | B | Monk, trip |
Sickle | 7 gp | 1d4 | 1d6 | ×2 | — | -2 | S | trip |
Stickleback Spear | 1 gp | 1d3 | 1d4 | ×2 | — | -3 | P | brace |
Ulu | 1 gp | 1d3 | 1d4 | ×3 | — | -1 | S | — |
One-Handed Melee Weapons[]
Name | Cost* | Dmg (S) | Dmg (M) | Critical | Range | Buoyancy1 | Type2 | Special |
---|---|---|---|---|---|---|---|---|
Battle Spade | 10 gp | 1d4 | 1d6 | ×2 | — | -6 | S | See text |
Fisher Spear | 3 gp | 1d4 | 1d6 | 19-20/×2 | 10 ft. | -3 | P | barbed, plunge |
Gee | 4 gp | 1d4 | 1d6 | 19–20/×2 | — | -4 | P and S | disarm |
Kelp Fork | 4 gp | 1d4 | 1d6 | ×3 | — | -4 | P | — |
Shortspear | 2 gp | 1d4 | 1d6 | ×2 | 25 ft. | -3 | P | plunge |
Urchin Fist | 9 gp | 1d6 | 1d8 | ×2 | — | -7 | B and P | strapped |
Two-Handed Melee Weapons[]
Name | Cost* | Dmg (S) | Dmg (M) | Critical | Range | Buoyancy1 | Type2 | Special |
---|---|---|---|---|---|---|---|---|
Famennian Spear | 7 gp | 1d6/1d4 | 1d8/1d6 | ×2/×3 | — | -5 | S | brace, double |
Longspear | 6 gp | 1d6 | 1d8 | ×3 | — | -10 | P | brace, reach |
Paddle Staff | 10 gp | 1d4/1d4 | 1d6/1d6 | 19-20/×2 | — | -10 | S | double, see text |
Quarterstaff | — | 1d4/1d4 | 1d6/1d6 | ×2 | — | -4 | B | double, monk |
Scoop Net | 15 gp | — | — | — | — | -7 | — | see text |
Spear | 3 gp | 1d6 | 1d8 | ×3 | — | -7 | P | brace |
Yari | 4 gp | 1d6 | 1d8 | 19-20/×2 | — | -7 | P | brace |
Ranged Weapons[]
Name | Cost* | Dmg (S) | Dmg (M) | Critical | Range | Buoyancy1 | Type2 | Special |
---|---|---|---|---|---|---|---|---|
Crossbow, heavy | 60 gp | 1d8 | 1d10 | 19–20/×2 | 80 ft. | -9 | P | — |
Bolts, crossbow (10) | 1 gp | — | — | — | — | -1 | — | — |
Crossbow, light | 40 gp | 1d6 | 1d8 | 19–20/×2 | 50 ft. | -4 | P | — |
Bolts, crossbow (10) | 1 gp | — | — | — | — | -1 | — | — |
Dart | 1 gp | 1d3 | 1d4 | ×2 | 25 ft. | -1 | P | plunge |
Javelin | 2 gp | 1d4 | 1d6 | ×2 | 35 ft. | -2 | P | plunge |
Net | 10 gp | — | — | — | 10 ft. | -7 | — | plunge |
Shuriken (5) | 2 gp | 1 | 1d2 | ×2 | 5 ft. | -1 | P | plunge |
Martial Weapons[]
Light Melee Weapons[]
Name | Cost* | Dmg (S) | Dmg (M) | Critical | Range | Buoyancy1 | Type2 | Special |
---|---|---|---|---|---|---|---|---|
Handaxe | 7 gp | 1d4 | 1d6 | ×3 | — | -3 | S | — |
Kukri | 9 gp | 1d3 | 1d4 | 18–20/×2 | — | -2 | S | — |
Spiked armor | special | 1d4 | 1d6 | ×2 | — | special | P | strapped |
Sword, short | 11 gp | 1d4 | 1d6 | 19–20/×2 | — | -2 | P | — |
Short Trident | 12 gp | 1d6 | 1d8 | ×2 | — | -3 | P | — |
Sea Reaver | 15 gp | 1d6 | 1d8 | 18-20/×2 | — | -6 | P | — |
One-Handed Melee Weapons[]
Name | Cost* | Dmg (S) | Dmg (M) | Critical | Range | Buoyancy1 | Type2 | Special |
---|---|---|---|---|---|---|---|---|
Excaecara Fork | 10 gp | 1d4 | 1d6 | 19-20 ×2 | — | -7 | P | Barbed, brace |
Guan Dao | 15 gp | 1d6 | 1d8 | ×3 | — | -5 | P and S | disarm |
Hoko | 12 gp | 1d6 | 1d8 | 1 9-20/×2 | — | -4 | P or S | blocking, brace |
Ice Blade | 75 gp | 1d6 | 2d4 | ×3 | — | -7 | S | See text |
Ichida | 15 gp | 1d4 | 1d6 | 19-20/×2 | 40 ft. | -3 | P | plunge, brace |
Leiomano | 3 gp | 1d4 | 2d3 | ×3 | — | 3 | S and B | — |
Qiang | 15 gp | 2d3 | 2d4 | ×3 | — | -3 | P and S | — |
Rapier | 21 gp | 1d4 | 1d6 | 18–20/×2 | — | -2 | P | — |
Sibat | 2 gp | 1d4 | 1d6 | ×3 | 10 ft. | -2 | P or S | barbed, plunge, see text |
Trident | 16 gp | 1d6 | 1d8 | ×2 | — | -4 | P | brace |
Trishula | 25 gp | 1d6 | 2d4 | 19-20/×2 | — | -6 | P and S | — |
Triton Fork | 30 gp | 1d6/1d4 | 2d4/1d6 | 19-20/×2 | — | -7 | P | double |
War Fork | 10 gp | 1d6 | 1d8 | ×2 | — | -3 | P | brace |
Two-Handed Melee Weapons[]
Name | Cost* | Dmg (S) | Dmg (M) | Critical | Range | Buoyancy1 | Type2 | Special |
---|---|---|---|---|---|---|---|---|
Bishamon | 15 gp | 1d8 | 1d10 | ×3 | — | -13 | P and S | blocking, brace, trip |
Eel Spear | 100 gp | 1d4 | 1d6 | ×3 | — | -8 | P and S | See text |
Fang Tian Ji | 15 gp | 1d8 | 1d10 | 19-20/×2 | — | -15 | P or S | blocking, trip |
Flayspear | 15 gp | 1d6 | 1d8 | ×4 | — | -9 | P | barbed |
Getsugasan | 20 gp | 1d4/1d4 | 1d6/1d6 | ×2 | — | -10 | B or P or S | double, monk |
Glaive | 9 gp | 1d8 | 1d10 | ×3 | — | -11 | S | reach |
Greatspear | 40 gp | 1d10 | 2d6 | 19-20/×2 | — | -20 | P | — |
Halberd | 11 gp | 1d8 | 1d10 | ×3 | — | -13 | P | brace, trip |
Lance | 11 gp | 1d6 | 1d8 | ×3 | — | -11 | P | reach |
Long Trident | 20 gp | 1d6 | 1d8 | ×2 | — | -13 | P | reach |
Naginata | 35 gp | 1d6 | 1d8 | ×4 | — | -10 | S | reach |
Pragian Axe | 20 gp | 1d10 | 1d12 | ×3 | — | -15 | P/S | — |
Ranseur | 11 gp | 1d6 | 2d4 | ×3 | — | -13 | P | disarm, reach |
Stiletto Sword | 25 gp | 1d8 | 1d10 | 19-20/×2 | — | -8 | P/S | — |
Treble Fork | 12 gp | 1d6 | 1d8 | 19-20/×3 | — | -9 | P | reach |
Ranged Weapons[]
Name | Cost* | Dmg (S) | Dmg (M) | Critical | Range | Buoyancy1 | Type2 | Special |
---|---|---|---|---|---|---|---|---|
Longbow | 80 gp | 1d6 | 1d8 | ×3 | 60 ft. | -3 | P | — |
Arrows (20) | 1 gp | — | — | — | — | -3 | — | — |
Longbow, composite | 110 gp | 1d6 | 1d8 | ×3 | 70 ft. | -3 | P | — |
Arrows (20) | 1 gp | — | — | — | — | -3 | — | — |
Shortbow | 35 gp | 1d4 | 1d6 | ×3 | 30 ft. | -2 | P | — |
Arrows (20) | 1 gp | — | — | — | — | -3 | — | — |
Shortbow, composite | 80 gp | 1d4 | 1d6 | ×3 | 40 ft. | -2 | P | — |
Arrows (20) | 1 gp | — | — | — | — | -3 | — | — |
Exotic Weapons[]
Light Melee Weapons[]
Name | Cost* | Dmg (S) | Dmg (M) | Critical | Range | Buoyancy1 | Type2 | Special |
---|---|---|---|---|---|---|---|---|
Austorian Zharaz | 60 gp | 1d3 | 1d4 | ×4 | — | -4 | S | See text |
Zharaz Spurs | 2 gp | — | — | — | — | -1/10 units | — | See Austorian zharaz |
Kama | 3 gp | 1d4 | 1d6 | ×2 | — | -2 | S | monk, trip |
Pata | 14 gp | 1d4 | 1d6 | ×3 | — | -3 | P | performance |
Sai | 2 gp | 1d3 | 1d4 | ×2 | — | -1 | B | disarm, monk |
Singham | 4 gp | 1d4 | 1d6 | ×2 | — | -1 | P | monk |
Sun Wheel | 10 gp | 1d3 | 1d4 | ×3 | — | -1 | S | — |
Tail Spikes | 10 gp | 1d2 | 1d4 | ×2 | — | -1 | P | strapped, see text |
Tekko-Kagi | 2 gp | 1d2 | 1d3 | ×2 | — | — | P | disarm, see text |
Tsuribari | 5 gp | 1d2/1d2 | 1d3/1d3 | ×2 | — | -1 | P | double (monk only), monk |
Wakizashi | 35 gp | 1d4 | 1d6 | 18-20/×2 | — | -2 | P or S | deadly |
Yuanyang Yue | 12 gp | 1d4 | 1d6 | 19-20/×2 | — | -3 | S | blocking, monk |
One-Handed Melee Weapons[]
Name | Cost* | Dmg (S) | Dmg (M) | Critical | Range | Buoyancy1 | Type2 | Special |
---|---|---|---|---|---|---|---|---|
Bubbler | 100 gp | 1d41 | 1d61 | ×2 | — | -5 | P | brace, see text |
Dragon Fork | 15 gp | 1d6 | 1d8 | ×3 | — | -9 | P | monk |
Echinn Blade | 5 gp | 1d8 | 1d10 | ×3 | — | -10 | S | Trip, See text |
Elven Fork | 25 gp | 1d8 | 1d10 | ×3 | — | -11 | P and S | brace |
Fin Razors | 30 gp | 1d4 | 1d6 | 19-20/×2 | — | -9 | S | see text, strapped |
Harpoon | 5 gp | 1d6 | 1d8 | ×2 | 25 ft. | -6 | P | plunge, barbed, see text |
Jaw Blades | 10 gp | 1d6 | 1d8 | ×3 | — | -6 | P | strapped, trueform |
Jin Qian Chan | 40 gp | 1d8 | 1d10 | 19-20/×2 | — | -10 | S | blocking, monk, performance |
Moon Glaive | 20 gp | 1d8 | 1d10 | ×2 | — | -11 | S | monk |
Narwhal Harness | 30 gp | 1d4 | 1d6 | 19-20/×2 | — | -9 | P | strapped, trueform |
Pneumatic Blade | 450 gp | 1d4+2 | 1d6+2 | 18-20/×2 | — | -5 | S | Aglootech, see text |
Shark Fork | 3 gp | 1d4 | 1d6 | x2 | — | -8 | P | fragile, nonlethal |
Sodegarami | 5 gp | 1d6 | 1d8 | ×3 | — | -9 | P | grapple, see text |
Swoosh | 2,500 gp | 1d12 | 2d8 | 18-20/×2 | — | -5 | S | deadly, see text |
Zhua | 30 gp | 1d4 | 1d6 | ×2 | — | -6 | S | grapple, trip, disarm, monk |
Two-Handed Melee Weapons[]
Name | Cost* | Dmg (S) | Dmg (M) | Critical | Range | Buoyancy1 | Type2 | Special |
---|---|---|---|---|---|---|---|---|
Bo | 1 gp | 1d4 | 1d6 | ×2 | — | +3 | B | blocking, double, monk |
Chain, spiked | 26 gp | 1d6 | 2d4 | ×2 | — | 0 | P and S | disarm, trip |
Dire Fork | 20 gp | 1d6/1d6 | 1d8/1d8 | ×2 | — | -15 | P | double |
Ice Claws | 100 g | 2d4 | 2d6 | 19-20/×2 | — | -8 | S | — |
Kalawat | 15 gp | 2d3 | 2d4 | ×2 | — | -12 | P | barbed, see text |
Kamayari | 20 gp | 1d8 | 1d10 | ×3 | — | -11 | P or S | monk |
Lang Ya Bang | 60 gp | 1d6 | 1d8 | ×2 | — | -13 | B and P | — |
Marlin Harness | 60 gp | 1d6 | 2d4 | 19-20/×2 | — | -11 | P | brace, strapped, trueform |
Nagamaki | 50 gp | 1d6 | 1d8 | 18-20/×2 | — | -8 | S | Deadly |
Pincer Fork | 10 gp | 1d4 | 1d6 | ×3 | — | -7 | S | Nonlethal, see text |
Pneumatic Spear | 700 gp | 1d6+2 | 1d8+2 | 18-20/×2 | — | -15 | S | Aglootech, see text |
Skith | 18 gp | 2d3 | — | ×4 | — | -8 | S | Trip, see text |
Ranged Weapons[]
Name | Cost* | Dmg (S) | Dmg (M) | Critical | Range | Buoyancy1 | Type2 | Special |
---|---|---|---|---|---|---|---|---|
Crossbow, hand | 150 gp | 1d3 | 1d4 | 19–20/×2 | 20 ft. | -2 | P | — |
Bolts (10) | 1 gp | — | — | — | — | -1 | — | — |
Crossbow, repeating heavy | 450 gp | 1d8 | 1d10 | 19–20/×2 | 80 ft. | -13 | P | — |
Bolts (10) | 1 gp | — | — | — | — | -1 | — | — |
Crossbow, repeating light | 300 gp | 1d6 | 1d8 | 19–20/×2 | 50 ft. | -7 | P | — |
Bolts (10) | 1 gp | — | — | — | — | -1 | — | — |
Shuriyari [5] | 2 gp | 1 | 1d2 | ×2 | 10 ft. | -1 | P | — |
Firearms[]
Aglootech Firearms[]
Aglootech firearms were invented nearly a century ago but the first generation models, which used large tanks of methane-oxygen mixture, were too unwieldy and dangerous to use. The second generation firearms, the aquabuses, used separate tanks for methane and oxygen but were still unwieldy and only slightly less likely to explode. The most recent model, the fizzlepops, are both more portable and less likely to catastrophically misfire. Detailed below are the specifics of how these devices work in an aquatic world.
Game Mechanics: Aglootech firearms use the same basic game mechanics as those presented in ULTIMATE EQUIPMENT by Paizo Publishing, with a few minor exceptions. First and perhaps most importantly, aglootech firearms are meant to be fired underwater and do not function properly on land. The aquabus can be considered an “early firearm” for both loading time and misfires. An aquabus misfires on 1-2 (5 ft.). Fizzlepops benefit from the category of “advanced firearm” for misfires but still suffer the longer loading times of early firearms. Fizzlepops misfire on a 1 (5 feet). All aglootech firearms have a capacity of 1, unless they are upgraded (see below).
Because of the limiting factors of friction drag, special features such as scatter shot and alchemical cartridges are very difficult to replicate underwater and are therefore not available.
Upgraded Firearms: Three features can be added to the standard aglootech firearm. The first is up to two additional pop chambers, allowing for quicker reloads. For each extra chamber, reloads can be performed as if the weapon was an advanced firearm (as a move-equivalent action) one time. For example, a fizzlepop with a total of three pop chambers (the maximum the design will allow) can be reloaded twice as if it was an advanced firearm. The third time it must be loaded at the slower, early firearm rate. Each additional chamber adds 250 gp onto the base price of the firearm. This upgrade does not add significant buoyancy to the weapon.
The second upgrade is an extra barrel, which allows for an extra shot (+1 capacity) for each additional barrel up to a maximum of three. Each barrel requires a pop chamber, which is included in the cost of this upgrade. Regardless of the extra pop chambers, this upgrade requires the firearm to be reloaded at the slower, early firearm rate. This upgrade is considerably expensive, adding 1000 gp to its base price. It also doubles the weapon’s buoyancy for two barrels, or triples it for three barrels. Lastly, any extra barrels increase the chance for misfire to 1-2 (5 feet).
Finally, a scope can be added for an additional 250 gp. Scopes add 10 feet onto the range increment for one-handed firearms and 20 feet to two-handed firearms. Scopes add -3 buoyancy to the weapon.
In-Game Usage (Layman’s Terms): First check your fizzlepop over. If your pressure gauge has a reading more than zero, it probably has some old gas and needs to be purged (press the small button next to the gauge). When that reads zero, make sure the fizzle juice is glowing (that means it is healthy) and that the salt gems are blue. If the fizzle juice isn’t glowing, you’ll need a new batch. If the salt gems are clear, you are too close to the melt and need to move to brinier water or you’ll get a very weak pop. Check your deep ice. You need at least one cube’s worth in there for enough gas. Two is best and most mixers hold at least two. You usually get about 2 dozen shots per cube. Make sure the pressure lever is set at the right depth, or your pop might take your head off. After the inspection, load the spike into the muzzle followed by some wadding (stickle weed works best) and ram it down. Give the primer crank several good turns, till the pressure gauge is full (usually about 12-20 cranks). You will hear some good fizzing in there and you’ll get some dark-green leak from the mixer…that’s normal. If you do not get this, something has gone wrong with it and you’ll likely get no pop. Take aim and then pull the igniter till it clicks…the pop will immediately follow (better have your ear plugs in, or you’ll be deaf for a few). Also be prepared for a pretty good kick and some bubbly discharge (best be wearing goggles, that steam can blind you). Just repeat this process to fire it again.
Technical Notes: Much like in the previous aquabus generations, the “Fizzlepop” uses the ignition of a methane-oxygen mixture to create a violent exothermic explosion. Dissimilar to the second generation aquabus design, the fizzlepop’s gas tank holds a methane/oxygen mixture, instead of two separate tanks for each gas. Unlike the previous generations that used large tanks (of methane/oxygen mixture in first generation or separate tanks of gas in second generation), the fizzle pop has quite miniscule gas tanks because the gas is created as needed, immediately before the shot.
Several safety features are also built in, including a pressure gauge, a pressure switch (to adjust for depth) and specially designed decorative beads (salt gems) that appear blue when in the proper salinity. Fizzle juice is actually a mixture of three live, freshwater phytoplankton cultures. Pyrocystis Hibernus is a bioluminescent dinoflagellate that stores a large amount of oxygen in its cells, mostly in the form of hydrogen peroxide. This organism not only supplies crucial oxygen to the explosive gas mixture but also serves as an indicator of the general health of the entire phytoplankton concoction. If the bioluminescence is lost, then it is a good indicator that the culture is no longer healthy and needs to be replaced. Fragilariopsis Sphaerus is a diatomic algae that produces propylene glycol (antifreeze) to keep itself from freezing. Its role is key in releasing the gas from the hydromethane (deep ice) and defrosting the inner workings of the weapon. This prevents frosting jams that were common in earlier aquabus generations. Lastly, Cyanidioschyzon Adaptus is a highly adaptive algae usually found near geysers and freshwater hot springs. When exposed to peroxide, it releases an alkaline solution (mostly sodium hypochlorite), which helps clean the fizzlepop mechanism, release the oxygen from the pyrocystis cells and further break down the remaining phytoplankton to release their contents in the mixing chamber. These algae also help clean and maintain the ecosphere of the fizzle juice container.
The fizzlepop produces a methane oxygen mixture when the primer crank is turned, which releases fizzle juice into the mixing chamber containing the hydromethane cubes suspended in normal sea water. Each phytoplankton, which is highly acclimated to fresh-water, tends to rapidly dehydrate when exposed to sea water and their formerly-contained inner chemistry is released into solution. The solution releases methane (by rapidly melting the hydromethane) and a fair amount of oxygen (through extraction from the pyrocystis phytoplankton). The gas is forced to the top of the chamber where it is collected, pumped and compressed into the gas tanks. The leftover solution is first cycled through the weapon to keep it clean and ice-free and then ejected through a valve in the bottom of the mixing chamber.
The pressure gauge monitors tank capacity and a full gauge reading means that there is sufficient volatile gas to create an adequate explosion.
The spike (also known as a quarrel) is specially designed to maximize aquatic range. It works on the principle of supercavitation; a projectile designed to create a bubble of air when launched that is large enough to encompass the entire projectile. This greatly reduces the friction drag on the projectile and enables very high speeds and a good range.
Conversely, ammunition of other shapes (spherical, for example), quickly succumbs to friction drag and is non-lethal even at short range. The spike is loaded into the muzzle and held in place with wadding, which could be comprised of seaweed, moss, sponge wool, or even animal fur, so long as it strong enough to keep the spike from falling out but weak enough to not inhibit its propulsion.
The trigger activates an internal mechanism consisting of a spring-loaded hammer, a quartz crystal and gold wiring. The resulting piezoelectric spark ignites the gas and the explosion is focused directly behind the spike, forcing it out through the muzzle at great speed and hopefully into the correct target, thereby causing the target great physical harm. Some of the carbon-dioxide/steam mixture from the explosion is collected and cycled into the fizzle juice container when the mixing crank is turned. This, in addition to occasional exposure to sunlight or other bright light sources, will keep the fizzle juice healthy for months at a time.
Two-Handed Early Firearms[]
Name | Cost* | Dmg (S) | Dmg (M) | Critical | Range | Misfire | Capacity | Buoyancy1 | Type2 | Special |
---|---|---|---|---|---|---|---|---|---|---|
Aquabus | 1,500 gp | 1d10 | 1d12 | ×4 | 40 ft. | 1-2 (5 ft) | 1 | -20 | P | Aglootech, see text |
One-Handed Transitional Firearm[]
Name | Cost* | Dmg (S) | Dmg (M) | Critical | Range | Misfire | Capacity | Buoyancy1 | Type2 | Special |
---|---|---|---|---|---|---|---|---|---|---|
Fizzlepop Pistol | 3,000 gp | 1d6 | 1d8 | ×4 | 20 ft. | 1 (5 ft) | 1 | -7 | P | Aglootech, see text |
Pistol Spikes | 1 sp each | — | — | — | — | — | — | -1/15 units | — | — |
Two-Handed Transitional Firearm[]
Name | Cost* | Dmg (S) | Dmg (M) | Critical | Range | Misfire | Capacity | Buoyancy1 | Type2 | Special |
---|---|---|---|---|---|---|---|---|---|---|
Fizzlepop Musket | 4,500 gp | 1d8 | 1d10 | ×4 | 60 ft. | 1 (5 ft) | 1 | -12 | P | Aglootech, see text |
Musket Spikes | 2 sp each | — | — | — | — | — | — | -1/10 units | — | — |
Siege Weapons (Direct-Fire)[]
Small Siege Engines[]
Name | Cost* | Dmg | Critical | Range | Buoyancy1 | Type2 | Special |
---|---|---|---|---|---|---|---|
Torpedo, Frasnian | 500 gp | 6d6 | ×3 | special | ± 30 | B and steam | see text |
Large Siege Engines[]
Name | Cost* | Dmg | Critical | Range | Buoyancy1 | Type2 | Crew | Aim | Load | Speed | Special |
---|---|---|---|---|---|---|---|---|---|---|---|
Aquannon | 7,000 gp | 5d6 | ×4 | 80 ft. | -350 | P | 2 | 1 | 3 | 10 ft | See text |
Torpedo, Mega | 9,000 gp | 20d6 | ×3 | special | ±300 | B and steam | — | — | — | — | see text |
Siege Weapons (Close Assault)[]
Name | Cost* | Dmg (S) | Dmg (M) | Critical | Range | Buoyancy1 | Type2 | Special |
---|---|---|---|---|---|---|---|---|
Aquabomb | 5,000 gp | See text | See text | ×2 | — | -30 | B and steam | See text |
* Cost reflected is for swampwood, coral or shell items. Double the cost for ever-ice items. Add 50% of the cost for auranite or mithrite items.
1 Buoyancy listed is for items made of shell or coral. For ever-ice, make this number positive. For Swampwood, make this number positive and multiply by 5. For metals (including auranite) multiply the listed number by 5. If the item is of mixed materials, go with the majority of material. Buoyancy figures are for Medium weapons. For a Small weapon divide by 3, and a Large weapon multiply by 3. (For tiny and smaller weapons, the buoyancy rating is +/-0, for huge and larger weapons, continue multiplying by 3 for each category above Large).
2 When two types are given, the weapon is both types if the entry specifies "and," or either type if the entry specifies "or."
Aquatic Weapon Qualities[]
Aquatic weapons may have the unique qualities listed below.
Barbed: Barbed weapons are often designed for fishing purposes, and can trap tiny creatures. When creatures two size categories smaller than you are damaged by this weapon, make a combat maneuver check to grapple it (without the –4 penalty for not having two hands free); success means you and the target are grappled. Once the target is grappled, you can perform a move or damage grapple action against it. A barbed weapon requires a DC 15 strength check to break free. If you drop the weapon, the target can free itself as a standard action.
Plunge Weapons: There are no thrown weapons that have any significant range in the Cerulean seas campaign setting. However, some weapons can be plunged towards opponents. Plunged weapons are in fact propelled at full speed in the direction of their buoyancy. To be used effectively, the character must be either directly above (for negatively buoyant weapons) or directly below (for positively buoyant weapons) their intended target. The plunge weapon has a range increment, much like a thrown weapon, which is often slightly longer than their thrown counterparts. Plunge weapons are described in more detail at the end of chapter 1.
Strapped: Strapped weapons are physically strapped or attached to you in some way and therefore cannot be disarmed.
Trueform: These weapons are specially designed for creatures with the trueform subtype, and are useable only by creatures with that subtype.